Introducing in-experience Mesh & Image APIs [Studio Beta]

As for getting an image from a ViewportFrame, can this be implemented using the Camera object instead?

On the client side this should also let you get a screenshot by getting a rendered image from the perspective of workspace.CurrentCamera.

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I think they meant “filtering” as in “making players not being able to modify EditableImages on the server” or maybe they didn’t test for any vulnerabilities in the replication code yet.

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hello
could you tell me what are shape keys please?
thanks

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Does this allow for in-studio (not runtime) editing for meshes? There are instances where I need to quickly edit/delete triangle/parts of the mesh on some meshes within studio, anot don’t want to export to Blender. Is this possible?

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Once we have batch add/remove/set API, draw calls should be reduced significantly if many edits happens in a single frame. Besides of that, we are thinking of optimize rendering for better performance and working towards that goal. So stay tuned for future updates.

Yes, in the hubcap demo we take a mesh of half a spoke and mirror / rotate copies / merge them to make the final hubcap mesh. Note that we still have a upper limit on the triangle count.

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Just tested an editable mesh rq, ran this command without doing anything prior to it:

and it’s spamming this error (I’m at 1820 rn):
image

Now I’m faced with the error window of death:
image

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I still have this issue myself, even with the beta enabled.

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Huh? Personally i have no bug to report or anything, i was just asking about performance metrics. Was you quoting me a mistake?

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Oh btw, what about weight painting and vertex groups for skeletal / skinned meshes?

It would also be super neat if we could make procedural / modular characters and add/remove shirt buttons and whatnot using this system.

But without weight and vertex groups and such I think animations might look stiff or wrong.
I haven’t read much about how this editable mesh thing is gonna work on characters and whatnot.

Could also be real useful for a game where you have robots that fight each other and have pieces of armor and whatnot chip off when struck.

Being able to draw editable textures on skinned meshes and avatars would also be super useful for paintball games or drawing mud on a character’s pants when they walk through a swamp.

And if we can use editable images as PBR textures (specular, normal, etc), procedurally generated materials with Luau code could also be possible which would also be super neat.

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My bad. I was replying to another thread :melting_face: Might miss clicked on yours. Sorry about that.

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(Previously quote to the wrong thread) Would you mind sharing the place file or submit a bug report on that? We could look into this. Thanks a lot for your feedback!

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Thanks for this bug report, we’ll take a look!

Also, about batch methods, it’s a limitation that we’re looking to resolve:

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That’s a good question, sorry that I don’t have a definitive answer available.

In general, skinning can be very performant, since only the vertex positions are moving. EditableMesh is more general in that you can also add and remove triangles.

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It is not available yet unfortunately. We are working towards it.

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First one to make Bad Apple with this? :smiley:
https://x.com/hatfzero/status/1730684063495704834?s=20

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This is a great suggestion. I think we will want to have something like a plugin API for publishing EditableImage and EditableMesh from studio. This would allow studio plugins for doing these quick edits in studio to be created.

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This is an incredible update. Dynamically modifying images brings so much possibility for developers. Bravo :clap:

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This is an interesting idea. We are planning a developer screenshots API, and it is likely that we will allow you to load a screenshot into an EditableImage.

For producing images from a different camera than the users current camera - this is more complicated to support. I also imagine use cases where this might be useful for the developer screenshots API so maybe there is some overlap there. We will think about it but no promises!

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If it would be possible to use EditableImage to generate textures for SurfaceAppearance, then it would be possible to make refractive rain drops for Car Windows.

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How much physics memory cost would be produced by something like a car that dents inwards every time it hits something with sufficient force? Would the collision fidelity change with the mesh each time, because the vertices around the point of impact are crumbled together?

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